Difference between revisions of "Music"

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| name =Music
 
| name =Music
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =All kinds of music heard during the game
+
| v10synopsis =All kinds of music heard during the game
 +
| v20synopsis =All kinds of music heard during the game
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =Music-front-v10.png
+
| v10frontface =Music-front-v10.png
| backface =Music-back-v10.png
+
| v10backface =Music-back-v10.png
 +
| v20frontface =Music-front-v20.png
 +
| v20backface =Music-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Many contexts, including:<br>
+
| v10rel-tag1=Many contexts, including:<br>
| rel1=[[Sound Layers and Semantics]], [[Entrainment]], [[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]], [[Emotional Script]], [[Trance]], [[Narrative]], [[Window of Opportunity]], [[Diegetic Music]], [[Contextual Music]], [[Musical Outcome]], [[Signature]], [[...]]<br>
+
| v10rel1=[[Entrainment]], [[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]], [[Emotional Script]], [[Trance]], [[Narrative]], [[Window of Opportunity]], [[ Diegetic Music]], [[Contextual Music]], [[ Musical Outcome]], [[Signature]], [[...]]<br>
| rel-tag2=Peers:<br>
+
| v10rel-tag2=Relates to:<br>
| rel2=[[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialogue]]<br>
+
| v10rel2=[[Acoustic Ecology]]<br>
| rel-tag3=calls for:<br>
+
| v10rel-tag3=Calls for:<br>
| rel3=[[Requisite Variety]], [[Acoustic Ecology]]<br>
+
| v10rel3=[[Variety]]<br>
 +
| v20rel-tag1=Many contexts, including:<br>
 +
| v20rel1=[[Entrainment]], [[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]], [[Emotional Script]], [[Trance]], [[Narrative]], [[Window of Opportunity]], [[ Diegetic Music]], [[Contextual Music]], [[ Musical Outcome]], [[Signature]], [[...]]<br>
 +
| v20rel-tag2=Relates to:<br>
 +
| v20rel2=[[Acoustic Ecology]]<br>
 +
| v20rel-tag3=Calls for:<br>
 +
| v20rel3=[[Variety]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description =
 
| description =
[[Music]] is the most widely used of the [[Sound Layers and Semantics]] in game design. That is even more noticeable in not so recent games, when, due to technical limitations and less sophistication in game development, there was less investment in other layers ([[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialogue]]). Modern complex games, tend to fit [[Music]] in an involving [[Acoustic Ecology]] sometimes even being part of game world itself ([[Diegetic Music]]). Still, the extent of the explorations is highly dependent on the characteristics of the game.
+
[[Music]] is the most widely used of the [[Sound Layers]] in game design. That is even more noticeable in not so recent games, when, due to technical limitations and less sophistication in game development, there was less investment in other layers ([[Ambiance]], [[Foley]], [[Sound Effects]], [[Dialogue]]). Modern complex games, tend to fit [[Music]] in an involving [[Acoustic Ecology]] sometimes even being part of game world itself ([[Diegetic Music]]). Still, the extent of the explorations is highly dependent on the characteristics of the game.
  
[[Music]] is a major tool in the design of all the typical phases of [[Gameplay]]: [[Relaxation]], [[Anticipation]], [[Engagement]] and [[Decay]].
+
[[Music]] is a major tool in the design of all the typical phases of gameplay: [[Relaxation]], [[Anticipation]], [[Engagement]] and [[Decay]].
  
It is argued that the use of [[Music]] in games is still strongly influenced by the practice in cinema and by the fact that many sound designers work and were educated in that industry [http://www.example.com pending ref]. There is also extensive discussion about the limitations of cinema-like Music in games, considering differences such as interactivity, variable duration of scenes, possible long periods of exposition (that demands [[Requisite Variety]]),  potential unpredictability, etc [http://www.example.com pending ref].
+
It is argued that the use of [[Music]] in games is still strongly influenced by the practice in cinema and by the fact that many sound designers work and were educated in that industry [pending: ref]. There is also extensive discussion about the limitations of cinema-like [[Music]] in games, considering differences such as interactivity, variable duration of scenes, possible long periods of exposition (that demand [[Variety]]),  potential unpredictability, etc. [pending:e.g., ref].
  
Music, as field, has historically developed and refined many techniques that have proven to tackle human emotions. Examples are the use of [[Entrainment]] to influence the [[Emotional Script]] or reach [[Trance]], by progressively changing tempo and dynamics.
+
[[Music]], as field, has historically developed and refined many techniques that have proven to tackle human emotions. Examples are the use of [[Entrainment]] to influence the [[Emotional Script]] or reach [[Trance]], by progressively changing tempo and dynamics.
  
 
Some games exhibit [[Contextual Music]], depending on the space in the game world and/or game level and/or particular circumstances of the gameplay including [[Window of Opportunity|Windows of Opportunity]].
 
Some games exhibit [[Contextual Music]], depending on the space in the game world and/or game level and/or particular circumstances of the gameplay including [[Window of Opportunity|Windows of Opportunity]].
  
Some game [[Genre]] focus on [[Music]], making it part of the [[Gameplay]], either in terms of performance ([[Play the Beat]], [[Sing to Act]]) or in terms of the output of the player's actions ([[Musical Outcome]]).
+
Some game genres focus on [[Music]], making it part of the gameplay, either in terms of performance ([[Rhythm Gameplay]], [[Pitch Gameplay]], [[Sing to Act]]) or in terms of the output of the player's actions ([[Musical Outcome]]).
  
 
| additional=
 
| additional=
 
[pending: add links to the specificities of [[Music]] in games, namely when compared to film music]
 
[pending: add links to the specificities of [[Music]] in games, namely when compared to film music]
 
| examples=
 
| examples=
| ex1=<mt p="Music" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}">The song "Still Alive" performed by GLaDOS's [[Voice Acting|Voice Actor]] has been highly praised. The song is heard in the end of the game, though a 'peppy' instrumental version can be heard during the gameplay in scattered [[Radio]]s. The lyrics contains aspects contributing (or adding) to the [[Narrative]].</mt>
+
| ex1=<mt p="Music" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}">The song "Still Alive" performed by GLaDOS's [[Voice Acting|Voice Actor]] has been highly praised. The song is heard in the end of the game, though a "peppy" instrumental version can be heard during the gameplay in scattered [[Radio]]s. The lyrics contain aspects contributing (or adding) to the [[Narrative]].</mt>
 
| ex2=<mt p="Music" g="Everyday Shooter" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex2=<mt p="Music" g="Everyday Shooter" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="Music" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex3=<mt p="Music" g="LocoRoco" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex4=<mt p="Music" g="Uncharted 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex4=<mt p="Music" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex5=<mt p="Music" g="PBWinterbottom" altg="The Misadventures of P.B. Winterbottom" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex5=<mt p="Music" g="Uncharted 2" altg="Uncharted 2: Among Thieves" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex6=<mt p="Music" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
+
| ex6=<mt p="Music" g="The Path" w="{{R32by17W}}" h="{{R32by17H}}"></mt>
| ex7=<mt p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
+
| ex7=<mt p="Music" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
| ex8=<mt p="Music" g="The Graveyard" w="{{ViPhoneW}}" h="{{ViPhoneH}}"></mt>
+
| ex8=<mt p="Music" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">[[Music]] prepares and supports the haste of a fight.</mt>
| ex9=<mt p="Music" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex9=<mt p="Music" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex10=<mt p="Music" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex10=<mt p="Music" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex11=<mt p="Music" g="LocoRoco" altg="Loco Roco" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex11=<mt p="Music" g="PBWinterbottom" altg="The Misadventures of P.B. Winterbottom" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex12=<mt p="Music" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
 
 +
<!--| ex12=<mt p="Music" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>-->
 +
|external=
 +

<ref name="Juslin"/><ref name="Collins2008a"/><ref name="Whalen2004"/><ref name="WhartonCollins2011"/>
 +
|showrefs=1
 
}}
 
}}

Latest revision as of 03:00, 26 August 2012

Front face Back face
The card's front face The card's back face

Synopsis

All kinds of music heard during the game.

Relationships

Many contexts, including:
Entrainment , Relaxation , Anticipation , Engagement , Decay , Emotional Script , Trance , Narrative , Window of Opportunity , Diegetic Music , Contextual Music , Musical Outcome , Signature , ....
Relates to:
Acoustic Ecology .
Calls for:
Variety .

Description

Music is the most widely used of the Sound Layers in game design. That is even more noticeable in not so recent games, when, due to technical limitations and less sophistication in game development, there was less investment in other layers (Ambiance, Foley, Sound Effects, Dialogue). Modern complex games, tend to fit Music in an involving Acoustic Ecology sometimes even being part of game world itself (Diegetic Music). Still, the extent of the explorations is highly dependent on the characteristics of the game.

Music is a major tool in the design of all the typical phases of gameplay: Relaxation, Anticipation, Engagement and Decay.

It is argued that the use of Music in games is still strongly influenced by the practice in cinema and by the fact that many sound designers work and were educated in that industry [pending: ref]. There is also extensive discussion about the limitations of cinema-like Music in games, considering differences such as interactivity, variable duration of scenes, possible long periods of exposition (that demand Variety), potential unpredictability, etc. [pending:e.g., ref].

Music, as field, has historically developed and refined many techniques that have proven to tackle human emotions. Examples are the use of Entrainment to influence the Emotional Script or reach Trance, by progressively changing tempo and dynamics.

Some games exhibit Contextual Music, depending on the space in the game world and/or game level and/or particular circumstances of the gameplay including Windows of Opportunity.

Some game genres focus on Music, making it part of the gameplay, either in terms of performance (Rhythm Gameplay, Pitch Gameplay, Sing to Act) or in terms of the output of the player's actions (Musical Outcome).

Examples

Portal: The song "Still Alive" performed by GLaDOS's Voice Actor has been highly praised. The song is heard in the end of the game, though a "peppy" instrumental version can be heard during the gameplay in scattered Radios. The lyrics contain aspects contributing (or adding) to the Narrative.
Everyday Shooter:
LocoRoco:
[show less examples...]
Tomb Raider Underworld:
Uncharted 2: Among Thieves:
The Path:
Tom Clancy's Splinter Cell Chaos Theory:
Half-Life 2: Music prepares and supports the haste of a fight.
Deadly Premonition:
Ice Age 3:
The Misadventures of P.B. Winterbottom:
Halo: Reach:

Additional Comments

[pending: add links to the specificities of Music in games, namely when compared to film music]

External Resources

[1][2][3][4]

References

  1. Juslin, P. N., & Sloboda, J. A. Eds.. 2001. Music and emotion: Theory and research. Oxford: OUP.
  2. Collins, K. 2008a. Game sound: An introduction to the history, theory, and practice of video game music and sound design. Cambridge, MA: MIT Press.
  3. Whalen, Z. (2004). Play Along - An Approach to Videogame Music. Gamestudies, 4(1). Retrieved from http://www.gamestudies.org/0401/whalen
  4. Wharton, A., & Collins, K. (2011). Subjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot Study. Gamestudies, 11(2). Retrieved from http://gamestudies.org/1102/articles/wharton_collins

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